| attribute vec3 position; |
| attribute vec3 normal; |
| |
| uniform mat4 ModelViewProjectionMatrix; |
| uniform mat4 NormalMatrix; |
| uniform mat4 ModelViewMatrix; |
| |
| varying vec3 vertex_normal; |
| varying vec4 vertex_position; |
| |
| void main(void) |
| { |
| vec4 current_position = vec4(position, 1.0); |
| |
| // Transform the normal to eye coordinates |
| vertex_normal = normalize(vec3(NormalMatrix * vec4(normal, 1.0))); |
| |
| // Transform the current position to eye coordinates |
| vertex_position = ModelViewMatrix * current_position; |
| |
| // Transform the current position to clip coordinates |
| gl_Position = ModelViewProjectionMatrix * current_position; |
| } |